using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace PixelShader
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Model model;
        Camera camera;
        
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            var projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 4 / 3, 0.1f, 10000.0f);
            camera = new Camera(this, new Vector3(0, 0, -100), new Vector3(0, 0, 0), projection);
            Components.Add(camera);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            model = Content.Load<Model>("Colonial ONE");
            var fx = Content.Load<Effect>("effettoACavoloDiCane");
            foreach (var mesh in model.Meshes)
            {
                foreach (var part in mesh.MeshParts)
                {
                    part.Effect = fx;
                }
            }

            GraphicsDevice.RasterizerState = RasterizerState.CullNone;

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();


            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            foreach (var mesh in model.Meshes)
            {
                foreach (var fx in mesh.Effects)
                {
                    fx.Parameters["World"].SetValue(Matrix.Identity);
                    fx.Parameters["View"].SetValue(camera.view);
                    fx.Parameters["Projection"].SetValue(camera.projection);
                    fx.Parameters["LightPosition"].SetValue(new Vector4(0, 50, 0, 0));
                    fx.Parameters["EyePosition"].SetValue(camera.pos);
                }
                mesh.Draw();
            }

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
